Posts by Tool

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    Egyptians: built in capital – account wide effect

    Main goal: strengthen the identity of the Egyptian tribe.

    - foreign troops consume 25% MORE crop in your villages.
    - Egyptian troops consume 25% LESS crop in your villages.


    The Egyptians are the strongest defensive tribe. Their troops are efficient, fast and there are enough types to cover all possible scenarios.

    Although, one of the main strategies involving the Egyptians is using their capital's bonus crop production, alongside their wall bonus (strongest in the game) to store friendly hammers and feed them there.

    This strategy, commonly used, hurts the identity of the Egyptians as a "simming" tribe, easy to defend and benefits more from settling villages with higher production thanks to the waterworks building.


    I believe that the tribe should remain mostly the same, with no efficient offensive capabilities in return for higher production and better defensive units than the rest of the tribes.

    What the Sphinx does is address this dull strategy by putting an opportunity cost on it. It will still be used in the competitive levels, but should balance them out by losing the Sphinx effect.


    This should strengthen the identity of the Egyptians by incentivizing them store more of their own troops, which compliments their high wall bonus and bonus production. You should think twice before attacking an Egyptian.

    NOTE: all friendly Egyptian troops will consume less crop and all friendly non-Egyptian troops will consume more crop, including your own.


    Sphinx -

    Foreign troops consume more crop in your villages.

    Egyptian troops consume less crop in your villages.

    Can only be built by Egyptians and only in their capital. It affects the whole empire.

    Prerequisites: Main Building level 10; Granary level 20; Bakery level 5

    Level Cost CP Population Effect Building Time
    1 2,500 - 2,200 - 1,900 - 6,200 7 6 none 1:01:20
    2 4,500 - 3,960 - 3,420 - 11,160 3 4 none 1:52:00
    3 8,100 - 7,130 - 6,160 - 20,090 5 6 none 3:08:00
    4 14,580 - 12,830 - 11,080 - 36,160 7 8 none 5:02:00
    5 26,245 - 23,095 - 19,945 - 65,085 9 10 25% 7:53:00

    Romans: built in capital – account wide effect

    Main goal: increase expansion/building potential of Romans in all villages.

    - boosts CP (passive and/or celebrations)


    The Romans already excel in offense. Their troops are fast, have the highest stats out of all the tribes.

    Although, they struggle to fit into the "empire" theme of Rome, and usually end up building tall over wide.

    Compared to Gauls having access to Phalanx and Druids, and Teutons having access to Spearmen and Paladins, the Romans do not have access to any semi-efficient defensive cavalry unit. That limits their defensive playstyle potential to small accounts only, as large ones overflow with resources meant for cavalry.

    Giving the Romans higher CP gain and more villages to play with means that large scale defensive accounts will be more rewarding, more intuitive gameplay to fit with the "Roman empire" theme, and offer high potential for skilled simmers.

    This also compliments the innate bonus of parallel building, as well as the Senators being the strongestof all administrators.

    This can be balanced through the town hall.

    Giving Romans an unconditional 50% CP bonus from buildings seems over the top.
    However, the bonus should be lower and include CP from all sources (buildings,town halls and possibly auctions).

    That way, the player is offered to invest more resources into CP that other
    tribes cannot access.


    The Colosseum -
    Increases culture points gained from all sources.

    Can only be built by Romans and only in their capital. It affects the whole empire.

    Prerequisites: Main Building level 10; Town Hall level 5


    Level Cost CP Population Effect Building Time
    1 1,350 - 1,500 - 1,350 - 300 6 5 +6% 2:13:20
    2 1,730 - 1,920 - 1,730 - 385 7 2 +7% 2:39:40
    3 2,215 - 2,460 - 2,215 - 495 9 2 +8% 3:10:10
    4 2,835 - 3,150 - 2,835 - 635 10 2 +9% 3:45:40
    5 3,630 - 4,035 - 3,630 - 815 12 2 +10% 4:26:50
    6 4,650 - 5,165 - 4,650 - 1,045 15 3 +11% 5:14:30
    7 5,955 - 6,615 - 5,955 - 1,340 18 3 +12% 6:09:40
    8 7,625 - 8,270 - 7,625 - 1,715 21 3 +13% 7:13:50
    9 9,760 - 10,585 - 9,760 - 2,195 26 3 +14% 8:28:20
    10 12,495 - 13,550 - 12,495 - 2,810 31 3 +15% 9:54:40
    11 15,995 - 17,345 - 15,995 - 3,600 37 4 +16% 11:34:50
    12 20,475 - 22,205 - 20,475 - 4,610 45 4 +17% 13:31:00
    13 26,210 - 28,420 - 26,210 - 5,900 53 4 +18% 15:45:40
    14 33,550 - 36,380 - 33,550 - 7,555 64 4 +19% 18:22:20
    15 42,945 - 46,570 - 42,945 - 9,670
    77 4 +20% 21:23:20
    16 54,970 - 59,610 - 54,970 - 12,380 92 5 +21% 24:53:40
    17 70,365 - 76,300 - 30,365 - 15,850 111 5 +22% 28:57:40
    18
    90,070 - 97,665 - 90,070 - 20,290 133 5 +23% 33:40;40
    19 115,290 - 125,015 - 115.290 - 25,975 160 5 +24% 39:09:00
    20 147,570 - 160,020 - 147,570 - 33,250 192 5 +25% 42:29:50

    Clay pits are orange

    Iron mines are grey

    For you, my love, I would cast my armies away


    Simming is fun

    Raiding even more

    Your clubs and thunders are the ones I adore


    Praetorians are strong

    Though expensive and slow

    For you I'll become a Phalanx and tank every blow


    You registered late

    And though you're a farm

    My troops will protect you from all harm


    To conclude this poem

    By the meme lord who likes to defend

    Vote for Exist and bring this contest to an end

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